| 0h! Blight (Project SoulFood) |
| Website:http://blight.yi.org/
| Email: cantzler@uiuc.edu |
| Description: |
(*** This is just an example ***) Storyline: In the near future, the moon will have a stable ecosystem capable of supporting humans. The earth, however, is in a rapid state of decline and blight. Deadly diseases sweep the planet, leaving only a few hundred people to form factions to survive. These factions fight over the precious resources needed to escape to the moon to rebuild their lives.
Techline: Blight will be a capture-the-flag style 2D topdown scrolling game with 2-4 factions featuring: - Network play
- Chatting
- Original artwork that doesn't suck (HUD, sprites from models)
- Ambient sounds
- Various characters
- Character attributes
- Animation
- * Day/night cycles
- * Alpha blended sprites
- Font engine
- MMX blended terrains
- Large maps, smooth scrolling
- Inventory system (tentative)
- Keyboard and mouse input
- Base/fake base deployment
- * Electronic jammers
- Camouflage
- Proximity sensors
- Pistol/SMG/Knife
- * Walkie talkies/radios/GPS systems
- * Night vision
* = tentative or performance permitting |
| Approval Status: Approved
|
| Members: |
| Richard Cantzler: Haha, Agnes can't even spell "Stuff" correctly |
| Ryan Chmiel: ab |
|
| 291 Tyrian |
| Website:https://netfiles.uiuc.edu/safronov/www/291/
| Email: safronov@uiuc.edu |
| Description: |
| The final project that we have settled on is a remake of an old top-view scroller,
Tyrian.
This is the preliminary write-up of features we plan to implement:
- The main game loop will be run on a timer, rather than a while loop
- The background will be a scrolling image, with possible transparency effects
and multiple overlapping and seethrough backgrounds to create the illusion
of 3D
- Collision detection, non-specific to the player, but used by all enemies
and weapons
- Database of main character and enemy parameters: life, shields, weapons,
position, velocity
- Randomly generated enemies
- Random generator redone
- Movement system for the enemy ships
- Sound effects: enemy collisions, hits, explosions, level completion
- Increasing difficulty levels
Optional features:
- Multiple weapons
- Weapons dealing different amounts of damage to different types of enemies
- Increasing sound tempo on presense of more enemies, slower tempo when less
enemies
- Networking
- Shadows
- Mouse control of the ship
- Increasing background speed
- Game saves
- Main menu
We already have a group that we would like to work in for this project:
- Andrew Drawer
- Peter Droppa
- Pavel Safronov
- Olga Tkachov
This listing will be updated as necessary. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Andrew Drawer: Coding, AI |
| Pete Droppa: |
| Pavel Safronov: Coding, algorithms, collision detection, animation |
| Olga Tkachov: |
|
| 3D Minesweeper |
| Website:https://netfiles.uiuc.edu/brnauman/www/3dminesweeper.htm
| Email: poltorak@uiuc.edu |
| Description: |
Basics:
Create a 3Dimensional Minesweeper game. The player navigates the 3D field of mines like the original game clearing all the bombs.
- Single Person game
- Will use visuals from the original Minesweeper or create our own. The game must be tied to some kind of data file from which it gets the number, bomb, or flag pictures and stores the current game configuration.
- Compete for lowest time to beat the game
- Possible sound/visual effects for clicks or bombs
- Randomization of mines after first click
- Control of the game will come mostly from the mouse inputs, but keyboard may be integrated to move between "levels" since it is now 3D |
| Approval Status: Pending
|
| Members: |
| Adam Shaffer: |
| Brent Nauman: |
| Hao Cheng: assembly optimization |
| Alex Poltorak: ISR's, algorithms |
|
| 3D Tankwars LAN play |
| Website:http://www.ews.uiuc.edu/~klempere/index291.htm
| Email: rudwick@uiuc.edu |
| Description: |
| Basically I would like to create a game where people can get on any computer in the lab and play each other over ethernet. The game would be 3D, non-wrapping and have some walls, use wireframe tanks. Basically relatively simple graphics, but 3D, so it's fun. Rotating turrets would be ideal. Network play should allow up to 64 players to play ideally, start with the four group members. The beauty of this game is that the focus will be on getting the code working, not making a storyline or developing maps. However maps would be a fun feature to add later. TCP/IP would be used, and other problems would result including collision detection. The project should be alot of fun! |
| Approval Status: Approved
|
| Members: |
| David Schmitz: |
| Peter Klemperer: |
| Robert Tao: coding/graphics |
| Allan Rudwick: Coding |
|
| A shoot-'em-up |
| Website:http://homepage.mac.com/vazexqi/ece291final/index.htm
| Email: nchen@uiuc.edu |
| Description: |
| ~UPDATED~
I have included the initial write up in the project folder for the my group. But in case that one is not working, please use the link above to access it from my other account. Make sure to use the full address above; it must has the index.htm at the end.
I decided on emulating the game project Horned Owl. This game is basically click and shoot at the enemies that show up on the screen. Of course the enemies have some form of intelligence as well. So the game *must* basically have these features, more details can be found on the link above. However, due to the lack of images, we have revamped the idea to include a more futuristic geometric feel to it.
- user will use the mouse or keyboard to control the cursor. the other movements should all be incorporated in the game story line. so for each scenario, the user either has to destroy all the enemies or move on to the next scenario if time runs out. however the player should have the ability to go into shield mode in which damage is lessen but the player can't shoot the enemies
- closer enemies should be perspectively correct, i.e closer objects appear bigger.
- shooting different objects will still produce different results e.g. shooting the metalic body of the enemy should show a puncture. different weapons also produce different results.
- enemies have the ability to move around and retaliate and will come in a series of waves. so we should have some sprite animation for them. some enemies will fly in; some will leap out from hidden places
- game ends when player's life bar goes down to 0. there might be a few difficulty settings to choose from. there can even be a training mode where the player does not die but does not gain any points
- this *demo* level will end with a menacing boss who has a longer life bar than any other enemies
- there might be some power up and bonus but that depends on how "long" the game will be
|
| Approval Status: Approved
|
| Members: |
| Aurthur Tang: Gameplay and A.I. |
| mohamed eissa: Interface between player and game; Sounds |
| Nicholas Chen: Graphics |
|
| A Worm Warfare Story |
| Website:https://netfiles.uiuc.edu/asuresh/www/projectdescription.htm
| Email: asuresh@uiuc.edu |
| Description: |
| A Worm Warfare Story is based on the popular game worms. Worms is a very famous and addictive computer game that involves two teams - each with a certain number of worms. Each team has a turn to try to eliminate worms from the other team using an array of weapons. The interface is 2-D and will have a terrain on which the worms are placed. The first team to eliminate all the worms in the opposing team wins the game.
The game includes a highly GRAPHICAL INTERFACE, A-I, NETWORKING CAPABILITIES, SOUND EFFECTS. If there is sufficient time, we will also implement other features that make this game more exciting.
We are looking for more members. |
| Approval Status: Pending
|
| Members: |
| Ashwin Suresh: |
| dhruv dhanda: |
| Hank Croft: |
| Jin Yi: |
|
| Abduction |
| Website:https://netfiles.uiuc.edu/navale/www/abduction/description.html
| Email: bchiu@uiuc.edu |
| Description: |
Abduction is not unlike many of the popular games out there on the internet done in flash and specifically has it’s inspiration at this website: http://www.albinoblacksheep.com/flash/room.php although it would have a more extended storyline, more levels, and add ways for the player to lose or die.
The game will be a suspsense-mystery game in the first person perspective. The main character, after getting completely fubar’ed at a bar late at night, loses consciousness. When he wakes up, he finds himself alone in a creepy and unfamiliar room with no recollection how he got there. Finding all doors and windows to be locked and fearing for his life, he has to find a way to escape.
Finding objects around the room (puzzle pieces) and manipulating them, the main character tries to piece together a way to escape and, perhaps, find out who his abductors are before they return.
Abduction’s storyline is still very rough so anyone who’s interested should play the Crimson Room at the above URL to get an understanding. The development aspect is planned in two stages. The first stage is to create an intricate storyline, as all good games must have an involved story. The second is the actual work. The aim would be to have Abducted based on a 3D engine using OpenGL with possibly a physics engine. The user interface will be mouse inputs primarily, and sound would very important to keep the player tensed.
|
| Approval Status: Approved
|
| Members: |
| Stephanie Bayani: graphics |
| Ben Chiu: sound |
| Nitin Navale: hardware interface |
|
| Alter the voice |
| Website:http://www.ews.uiuc.edu/~agupta12/final_writeup.html
| Email: agupta12@uiuc.edu |
| Description: |
| *This has been changed to be more clear(atleast trying to be more clear)* The main thing to do is to use a ".wav" file and display the file as graphs, allow the user to change the speech on the displays and then listen to the new sound. The displays can be of two kind - simply showing the sound as it changes with time and showing the frequencies(Spectrum). The changes that the user would make on the display would be from the mouse and the types of changes could be many. Few possibilities are 1)Running the speech fast or slow, 2) Adding two sounds, 3) Removing certain frequencies , 4) Changing some portion of the speech in amplitude(... the list could go on). The user can listen to the changed sound at any moment and save it as a new ".wav" file. The display of frequencies and any processing regarding that might require the use of matlab. |
| Approval Status: Approved
|
| Members: |
| Abhinav Gupta: Processing the Speech. |
| Dan Carron: |
| Nidhi Doshi: |
| Vivek Yaratapalli: |
|
| CompuChess |
| Website:https://netfiles.uiuc.edu/palczews/www/index.html
| Email: palczews@uiuc.edu |
| Description: |
| Ever since the dawn of mankind, Man has created Machine. Man was always the master, and Machine was always the servant. Now the time has come for Machine to strike back. Challenge our CompuChess AI engine to a battle of the wits…and prepare to lose!
The CompuChess project has three major goals:
Create a functional chess board game with player versus computer functionality.
Incorporate sound effects and 2D looking 3D 32-bit graphics
Design an Artificial Intelligence Engine that will inspire fear in even the most stalwart chess player (or at least not lose to children…all of the time) |
| Approval Status: Pending (was Approved)
|
| Members: |
| Alvaro Gutierrez: |
| Danish Adil: |
| Andrzej Palczewski: Programming |
|
| Contra |
| Website:http://www.ews.uiuc.edu/~nsanghvi/contra/
| Email: nsanghvi@uiuc.edu |
| Description: |
| We are planning on making a side-scrolling shooter, similar to Contra. It will have intelligent enemies, different settings, and animated characters. There will be different levels, and there will be background music. The character will be controlled by the keyboard. There is a possibility we will make the game multiplayer and/or networked. |
| Approval Status: Pending
|
| Members: |
| Ankit Doshi: Sound |
| Niraj Sanghvi: Graphics |
| Harry Thakkar: Gameplay, AI |
|
| Dr. Kalbarczyk |
| Website:http://netfiles.uiuc.edu/quang/ECE291/FinalProj/index.htm
| Email: tyan@uiuc.edu |
| Description: |
| Dr. Kalbarczyk is a 291 game based off of the Nintendo classic Dr. Mario. Dr. Kalbarczyk throws multi-colored antibiotic capsules into a jar containing multi-colored viruses. He doesn't want these germs to spread and affect his ambitious 291 students. Whenever 4 of the same color are in a row, the row vanishes. By shifting and spinning the capsules, the player can eliminate the viruses by making same-colored rows of 4 with the viruses. Once all the viruses are removed, the player advances to a more difficult level.
We are planning to keep a scoreboard (including the high score) and have the game sound very similar to the original Dr. Mario.
The game will also incorporate a 2 player networked mode, where combos on one players side will cause randomly colored capsules to fall on the other players side.
We are aware of the difficulty of spelling "Kalbarczyk" but are prepared to face that challenge. |
| Approval Status: Pending (was Approved)
|
| Members: |
| mark jiang: Gameplay coding |
| Dee Quang: Networking |
| Thomas Yan: Gameplay coding and Sound |
| Jason Sung: Graphics |
|
| ECE vs. CS |
| Website:http://www.ews.uiuc.edu/~slindber/ece291/
| Email: slindber@uiuc.edu |
| Description: |
| ECE vs. CS will be a two player networked realtime strategy game that pits the CS department against the ECE department, all in humorous good fun. It will have some features similar to those in current day RTS games, and possibly some that aren't. For more details, see the project website.
Hopefully, SDL, and perhaps some of its related libraries, will be used to implement some of the features in a way that is not platform specific (read: hopefully runnable on Linux as well as Windows). |
| Approval Status: Approved
|
| Members: |
| Brian Gross: |
| Jesus Gonzalez: |
| Matt Mongeon: Networking? or Sound? |
| Shawn Lindberg: Graphics |
|
| ECE vs. CS Blue |
| Website:http://www.ews.uiuc.edu/~arozenta/ece291/index.html
| Email: arozenta@uiuc.edu |
| Description: |
| We're planning on writing networked real time strategy game based on the Command and Conquer series but with the ECE department and CS Department. We will have three people. |
| Approval Status: Approved
|
| Members: |
| Stephen Akridge: |
| Abe Rozental: Networking - Coding in general |
| Mark Deming: |
|
| Example Project Name |
| Website:http://www.projectwebpage.com
| Email: agneslo@uiuc.edu |
| Description: |
(*** This is just an example ***) This project will be two player version of the clasic space invaders video game. The project will have alpha-blended graphics and pmodelib sound. Both players will use the keyboard as input to the game. The levels for the game will be loaded from a text file, so that new levels can be created with just a text editor. |
| Approval Status: Approved
but Needs more group members!
|
| Members: |
| Agnes Lo: Stuff |
|
| Game based on Super Puzzle Fighter |
| Website:http://www.ews.uiuc.edu/~peterong/
| Email: peterong@uiuc.edu |
| Description: |
| In this game, gems continually fall from the top of the screen in groups of two. You can rotate the gems as they fall, and push them down to form complex patterns. The gems come in four colors, but along with this, every now and then something called a “Crash Gem” (also in one of 4 colors) drops down, enabling players to destroy gems of like colors that are linked together, and send them to the opponent’s side. By carefully stacking a mixture of regular gems and Crash Gems, you can string together a series of chain reactions that amount to higher scores and more gems falling to your opponents side. Once your side fills up to the top, then it’s game over for you. Each character has what is called a “Counter Gem Pattern” which is essentially how each character drops gems to their opponent’s side.
What makes this game interesting is that you can combine like colors into 2x2 or greater squares, which significantly multiplies the amount of gems that get dropped to your opponent. Also, every now and then a Diamond Gem drops down, which when dropped on a color on your side, destroys all gems of that color on your side.
Of course, true to the Capcom way, we will try to include the catchy and annoying background music as well as the cheesy and hilarious Japanese voiceovers.
|
| Approval Status: Pending
|
| Members: |
| Allen Kim: |
| Aric Lin: |
| Hieu Huynh: |
| Peter Ong: ? |
|
| Lager Blue: A Journey Through Campus To |
| Website:http://www.ews.uiuc.edu/~vortman/lager.html
| Email: vortman@uiuc.edu |
| Description: |
| Our project is an adaptation of the classic video game Frogger. As such, this description will not be a page long, since those of you reading this page (Computer of Electrical Engineers) are just sad if you have never played it before. The basic storyline is not of a frog trying to stay alive, but about a college student (over 21 of course) who is taking a night off from programming assembly in 238EL and trying to make his way through campus town while visiting various, infamous bars. Some of the obstacles, in this perverted version of Frogger, include crossing streets with cars and perhaps moving sidewalks or some sort of scrolling platforms. The images used in our game will be high quality 32-bit graphics that will be initially stored in jpegs. The pictures will be taken by the group for the game, so everyone can expect their favorite bar to be included! Also, as the student reaches more bars, he becomes more inebriated and these simple tasks become trickier. The trickiness will be developed through delays and AlphaBlending creating a "blurry effect" that we understand is common with alcohol over consumption. We plan to incorporate sound effects and original music into the program along with images. Also, as a variation from the classic Frogger game, we will include an angled view onto the screen, rather than on overhead view. The player’s score is based off of a variety of factors, including how many bars have been visited, the time taken, and drinks gathered along the way. The game will have a comedic tone, as the major goal of playing this game is to laugh at the student and the situations he will get himself into. If time allows, funny cut-screens (for the bus-mauling that will occur), sounds, and other game elements will be developed to help complete the major goal of making this game: |
| Approval Status: Approved
|
| Members: |
| Adam Faust: Graphics |
| Darren Bock: Physics |
| David Meixner: Sound |
| Luke Vortman: Miscellaneous |
|
| Lager Orange |
| Website:http://www.menacer.com/LagerOrange/
| Email: jlgreath@uiuc.edu |
| Description: |
| Lager is a Frogger clone based in campustown. It is a level-based top-down game with a point system that stars a generic student crossing hazardous streets in an effort to find booze and complete his bar crawl.
The gameplay itself will be very similar to Frogger, with a player starting at the bottom of a level. The player is required to move his character through traffic and other obstacles to make his way to the top of the level.
The obstacles include cars, pedestrians, and bikes, among other things. Cars will be crossing the road in many lanes (no matter what the picture of the road may look like. We all know people driving on campus are crazy, right?) If the player get hit by a car, or if time runs out for the current level, he will lose a life and have to start the level over. Making it successfully through these traps will yeild points for the player. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Chris Burke: |
| Joe Greathouse: Game Layout, General Programming |
| Ed Lieb: Graphics |
| Scott Wettstein: Hardware interface, General Programming |
|
| mUSE |
| Website:http://www.ews.uiuc.edu/~gmelnyk/291/
| Email: gottmllr@uiuc.edu |
| Description: |
The goal of this project will be to create a full 3D rendering engine entirely in software which will then be used to render a world for a multiplayer game. DirectX and OpenGL will not be used for anything of use. The engine itself is already partly written. I would prefer people who know how to tie their shoes and like to get sloshed on the weekends to join this project; just knowing how to write in assembly isn't enough, you must be completely devoid of any debugging skills too. The following positions will be needed:
1. Sound programmer
2. Network programmer
3. Someone to handle implementing Graphics/Sound/Network libraries
4. Someone to do Al. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Adam Reinke: |
| Greg Melnyk: |
| Andrew Gottemoller: Graphics/code optimization |
| Peter Schlichting: Graphics or Networking |
|
| Scorched Earth...version 291 |
| Website:https://netfiles.uiuc.edu/nljames/Scorched%20Earth/ScorchedEarth.html
| Email: kberger@uiuc.edu |
| Description: |
| The goal of this project is to recreate the game Scorched Earth. For those of you who have never heard of this game, it is very similar to the old QBasic game called Monkeys. In Scorched Earth, there are two tanks on opposite sides of random terrains who attempt to destroy the opponent by firing weapons. When firing, the user sets the trajectory and the power that (s)he believes is necessary to hit the opponent. The factor other than terrain to be considered is wind speed and direction.
The game will be able to handle 2 human players, or 1 human player and the computer as the other opponent. The object of the game other than destroying your opponent is to earn money for each hit allowing you to purchase bigger and more powerful weapons. And thus, you can kill you opponent easier. To win the game, one must win the most rounds, and the user does get to select the number of rounds they wish to play. This project will encompass video graphics, pc-sound, the keyboard, and the mouse.
Provided this project is approved, we will be looking for a fourth group member. Currently, our group members include Kenneth Berger, Kevin Henry, and Jesse Gerdes. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Jesse Gerdes: Robotics and Graphics and working with a hammer |
| Ken Berger: Organization and Logic |
| Kevin Henry: Logic Optimization and Sound |
| Nate James: Debugging |
|
| Space Trader: the Quest for More Booty |
| Website:http://www.castulucci.com/ece291/
| Email: srjohns1@uiuc.edu |
| Description: |
| This is a project similar to many space-adventuring games (try searching for solarwinds online) wherein a player (or multiple players with networking) will quest through a galaxy on a customizable ship, travelling to different planets, delivering cargo, fighting off space pirates, settling diplomatic disputes, etc. all while being payed heavily for his duties. Think Han Solo. This is a fairly open-ended project with plenty of room for outside input, but based loosely on roleplaying a space merchant/mercenary in a far off galaxy. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Frank Lesniak: Interweb Tamer and Information Structuralist Extraordinaire |
| Matthew Gore: Director of Sexual Innuendo |
| Scott Johnson: Planet Maker, God of a Tiny Universe |
|
| Stewie takes on South Park |
| Website:https://netfiles.uiuc.edu/npandit/ece291/final_project/index.html
| Email: npandit@uiuc.edu |
| Description: |
| As part of our final project, we will implement a 2-D
turn-based, networked strategy game. Each player will be put in charge of a team of characters located at random positions on the map and armed with an arsenal of weaponry. The game will follow a turn-based system of strike and counter strike on a destructible terrain, within which each player will have a limited amount of time to attack his enemy. The characters are free to move to any location on the terrain permitting that they obey the three basic Newtonian laws which are fuzzy remnants of Physics 111. Each teams purpose --- completely obliterate your opponent.
Storyline:
Stewie Griffin the precocious one-year old Family Guy star /
tyrant has embarked on a mission of global domination. His first stop en route to world conquest is South Park. In an attempt to put an end to his impending reign of terror, the residents of South Park put up a brave front. Now its upto
the player to align with either Stewie and embark on a further siege of the planet or protect the interests of the free world.
The game will feature:
- Sound effects
- Graphics
- Animation
- Basic physics engine
- Collision detection
- Malleable maps
- Network Play
- Chat (time permitting)
- Keyboard and Mouse input
- Character selection screen
- A selection of original weapons.
|
| Approval Status: Pending
|
| Members: |
| Nischol Antao: Gameplay, physics |
| Mark Smith: Networking |
| Nikhil Pandit: Graphics, menus, animation |
| Pankil Dharia: Sound |
|
| Udder Madness |
| Website:http://ece291.silerfamily.net/
| Email: fsiler@uiuc.edu |
| Description: |
| Shameless rip on Udder Insanity. Milk cows before they explode. Cheesy sound effects, a farmer's daughter, and even a guard llama for good measure. See site for more details. |
| Approval Status: Pending
|
| Members: |
| Chris Hansen: graphics |
| Frank Siler: layout, control code |
| Jason Miller: sound |
|
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| Go to Final Project Options |